Fragmentation Grenades:
purpose: anti-personnel The fragmentation grenade, or "frag" as it often called,
is a popular and simple anti-personnel grenade. They consist of a metal or plastic
and metal shell, filled with explosives. The explosives shatter the grenade body into small shards,
which are razor sharp and nearly molten form the blast heat. They produce devastating wounds,
but less bleeding then most people would think, due the extremely high temperature of the
shrapnel. They are easily improvised from scrap metal and explosives, making them popular with
criminals and subversives.
type: fragmentation grenade
skill: grenade
availability: 1 R,X
cost: 200
range: 3-7/20/40
blast radius: 0-2/4/6/10
damage: 5D/4D/3D/2D
Concussion Grenades:
purpose: anti-personnel (primary), anti-materiel (secondary) The concussion
grenade is arguably an improvement on the frag. It consists of a fibrous or plastic container filled
with explosives, usually 50% more than is found in a fragmentation grenade of the same size. It's
mechanism of wounding is from the concessive shock wave produced by the explosives. The
higher quantity of explosives makes them suitable for emergency demolitions charges, and they
function more effectively in vacuum or under water. They are less popular with insurgents, due to
the higher quantity of explosives, but the lower quantity of metal makes them useful on worlds
with primitive security sensors. The Imperial Munitions Mk 37 Mod 8 and Mod 9 are the standard
issue hand grenade of Imperial Forces, fitted with a timer and impact detonation system
respectively.
type: concussion grenade
skill: grenade
availability: 2 R,X
cost: 200
range: 3-7/20/40
blast radius: 0-2/4/6/8
damage: 5D/4D/3D/2D
EMP Grenades:
anti-electronics The Electro-Magnetic Pulse (EMP) grenade is note a
traditional grenade, but actually an electronic device that emits an incredible burst of microwave,
cosmic and radio frequency radiation. This pulse is harmless due to its short duration, but was the
effect of "killing" most electronic devices, especially droids and computer systems. This is
caused by overloading the circuits faster than the overload breakers can usually respond, and even
the best military systems usually need to be recalibrated and have their breakers replaced before
they are functional again, similar to ion cannons.
type: EMP grenade
skill: grenade
availability: 2 R,X
cost: 350
range: 3-7/20/40
blast radius: 0-2/4/6/10
damage: 5D/4D/3D/2D Ion
White Phosphorus Grenades:
anti-personnel/incendiary (primary), screening (secondary) The
white phosphorus grenade, also known as "Willie Petes", is a horifcally effective device that is
officially listed as a screening device for the grey, wispy, light smoke it produces. Most
experienced military personnel know better, using them for anit-material and anti-personnel
effects. A Willie Pete consists of a light metal container packed with white phosphorus and a
small bursting charge. When the charge detonates, it destroys the container, and spreads the white
phosphorous, which ignites on contact with oxygen and burns at approximately 2750 degrees
standard (27 and a half time the boiling point of water). The only treatments for WP burns are to
submerge in water the effected area, and then pick out the particles (which will reignite as soon as
they are exposed to oxygen), or cover the WP with copper sulfate to deactivate it. Most
professional soldiers consider the use of WP-based munitions to be either
a barbaric weapon of last resort, or a highly effective weapon with many suitable applications,
depending on their personality.
type: white phosphorus grenade
skill: grenade
availability: 2 R,X
cost: 300
range: 3-7/20/40
blast radius: 0-2/4/8
damage: 5D/4D/3D, does 3D damage per round to flammable material (including most
people) until smothered/submerged, or until the effected bodily areas and/or structures are gone.
Generates 1D smoke for 4 rounds. (personal note: I give any Force using character a Dark Side
Point if they use these things too often or enjoy and/or advocates their standard use.) note: will
not work in an atmosphere that does not contain freely available oxygen
Thermite Grenades purpose
anti-material Thermite grenades are designed as anti-materiel devices.They
consist of a light metal or plastic body packed with several chemical compounds, primarily
thermite (a ferric compound). Unlike WP grenades, they do not burst, they just burn- at
temperatures hot enough to melt most ferric alloys, many ceramic composites and most polymers
and carbon fiber compounds. The 2200 standard degree mass of molten iron is hot enough to fuse
or melt through almost any armour or machinery given enough time and
quantity. Due to the chemical nature of thermite, it produces its own oxygen, and may be used
underwater or in space. They are more easily improvised and much safer to carry than
phosphorus.
type: thermite grenade
skill: grenade
availability: 2 R
cost: 300
range: 0-5/10/20
damage: 8D per round for the next ten rounds.
Anti-Vehicle Grenade:
anti-vehicle The new crop of anti-vehicle
grenades are extremely popular with all
light infantry and urban forces, as they have the ability to make holes in even moderately large
vehicles. They consist of a streamer stabilized shaped charge with a contact detonator set at the
proper stand-off distance for maximum effect. Some may also be had with a sticky patch on the
stand-off cone and a timer, allowing them to be effectively used to breach fuel tanks and similar
structures in the manner of a traditional shaped charge, but pre-built and less cumbersome.
Unfortunately, they are expensive and heavy, meaning that they are still relativly rare and a pain to
carry in large quantity.
type: anti-vehicle grenade
skill: grenade
availability: 2 X
cost: 750
range: 0-5/10/20
blast radius: 0-2/4/8
damage: 7D, if used against speeder scale targets, ignore scale differences
Smoke Grenade:
screening (secondary) Smoke grenades are popular with every one from cops to grunts to
"rock shatter" music groups, as they are available in a wide verity of colors, have no permanent
effects, are cheap and make a dense smoke. They consist of a container packed with either a
burning or chemical reaction based smoke producing filler, and have several holes that are
covered with plasticized tape. The most common colors of smoke are white, red, yellow, green,
purple and black in that order.
type: smoke grenade
skill: grenade
availability: 1 F
cost: 25
range: 3-7/20/40
radius: 3m
damage: produce a 2D smoke cloud for 12 rounds
Flash/Bang:
Distraction and disorientation A flash/bang is usually one the first things
through the door during a hostage rescue, kidnapping or prison breaking mission. Most flash/bang
grenades consist of a canister of a fibrous material packed full of flash powder. They produce an
incredibly loud bang and star-bright flash, that serves to temporarily blind, deafen and disorient
everyone in the immedate area for about a minute, allowing a minimum of force and fuss to be
used by the attackers. They have also been known to render lightly built
individuals unconscious. Their only draw back is that they can be lethal and are debilitating to
anyone unfortunate enough to actually be touching the device when it detonates, and a stray blaster
shot that hits just right, or a sufficient drop, can set them off unintentionally.
type: flash/bang
skill: grenade
availability: 2 F,R
cost: 150
range: 3-7/20/40
blast radius: 0-6
damage: 2D Stun. Also does 6D vs PERC, if effect damage is greater than 6, target blinded
and deafened for 2D rounds. -3D PERC and all skills requiring vision or hearing, including most
DEX and MECH skills. Does 4D damage if in contact with an object or person.
note: If the grenade is hit or crushed before arming, roll to see if they detonate. They have
2D body strength, and if the result is better than wounded, it detonates.
Glop:
suspect restraint grenade Glop grenades are a non-traditional device. when
they explode, they spew a mass of rapidly hardening foam over an area. This material is very
strong, and sets up in about a second, and only break down when the proper solvent is applied.
They used mainly for riot control and to stop prison escapes. They almost completely nonleathal,
and relatively easy to own. Increasingly, some organizations are using them as training assistance
devices instead of the traditional smoke and riot gas grenades. (this is taken from the Han Solo
and the Corporate Sector Sourcebook)
type: glop grenade
skill: grenade
availability: 2 R
cost: 275
range: 3-7/30/60
blast radius: 0-1/4/8
damage: 6D/5D/3D, holding STR of glop
Regurgintant Gas:
riot control Regurgitant gas is an effective, non-lethal, anti-
personnel deviceused primarily to disperse riots and prison uprisings, but has seen some use as a
chemical and biological warfare training device. They are similar in appearance and construction
to smoke grenades, but have some unpleasanteffects, starting with sever nausea, leading to
projectile vomiting, that last about four times as long as the victim's exposure to the gas cloud. Due
to the extreme effects of regurgitate gas on most sentients, many civil rights groups have protested
it's use in dispelling riots
type: nausea gas grenade
skill: grenade
availability: 2 R,X
cost: 100
range: 3-7/20/40
blast radius: 0-3
damage 6D vs Stamina. Gas active for 1D minutes. If char's rolls unsuccessful, all rolls +4D
difficulty (while character empties guts) for 4 rounds per every round of exposure. Functions as a
1D smoke screen. Blockedbreath mask.
Tear Gas:
Riot control Tear gas is viewed by many as a more humane alternative to
regurgitate gas, and is in use were ever one might use regurgitants. For this reason, it is much less
tightly regulated to civilians. It need not be breathed, as it primarily targets the eyes. An
individual exposed to tear gas typicallyexperiences copious tearing of the eyes, coughing and an
occasional tightening of the throat, but not to the point of endangering the life of the target. It is for
this reason that many military forces use it, as the majority of military and law enforcement
personnel have been trained to function despite the effects of the gas or have become acclimated to
it, as have many individuals who live in heavily urbanized or
industrialized areas with extensive air pollution.
type: tear gas grenade
skill: grenade
availability: 1 F, R
cost: 200
range: 3-7/20/40
blast radius: 0-3
damage: 3D vs Stamina. Gas active for 2D minutes. Roll damage at start of round. If
character's roll unsuccessful, increase all difficulties by that amount. Effects last for 1D-2 rounds
after leaving gas cloud. Functions as a 1D smoke screen. Blocked by breath mask.
Concussive Stun Grenades purpose
incapacitation Concussive stun grenades are a lighter weight version of the
concussion grenade, ment only to stun, not kill. Unfortunately, they can cause permanent and even
lethal injuries, despite the good intentions of the users. For this reason, they are just as tightly
regulated as lethal grenades, and they are relatively unpopular with law enforcement and hostage
rescue teams.
type: concessive stun grenade
skill: grenade
availability: 2 R,X
cost: 250
range: 3-7/20/40
blast radius: 0-2/4/8
damage: 6D/5D/3D/2D Stun. Any complications rolled on the Wild Die by either the
grenade's damage die, or the target's STR resistance, treat the one half the damage as lethal force.
Stun Gas:
incapacitation/riot control Stun gas is a more popular alternative to
concessive stun grenades, as it plays few lethal tricks on the target. Similar in appearance and
construction to smoke and riot gas grenades, it is used by anyone who wants to take an individual
alive or minimize the danger to surround property and innocent bystanders. It is exceedingly fast
acting, dropping all but the most stalwart individuals in a matter of seconds. There are two
popular stun gases an the market today, CC-457 and MS 92. CC-457 is used most often by the
military, as it can effect the body mearly be skin contact, while MS 97 is more often sold to
civilians as must be breathed to be effective.
type: stun gas grenade
skill: grenade
availability: 2 R,X (civilian version 2 F,R)
cost: 320 (civilian version 250)
range: 3-7/20/40
blast radius: 0-3
damage: 5D Stun. Gas active for 2D minutes. Roll damage at start of round. Functions as a
1D smoke screen. Blocked by full body suit (military version) (blocked by breath mask with
civilian version).
SPORE GRENADE:
Damage: 4D+1 Stun(special)
Range:0-5/10/20
Blast Radius: 0-2/4/8
Avail: 1;F
Cost: 200
Note:Sends spores that covers up to an 8m radius. This only does stun damage, but can incapatite
them for quite some time. When the spores are released and inhaled by targets in the blast
Radius the targets will started to sneeze,cough,itch,eyes will water,etc. also the cloud of
spores are so thick that it is a -1d to fire out of, or fire into.
CRYOBAN:
Damage:cold-5D/*heat-5D*
Avail:2
Restrictions:R
Range:3-6/18/36
Cost Range:180-385
Weapon Note:This grenade explodes and fills a 5m area with Detrolin spores. These spores soak
up heat in the general facility and drop the temperature down to -20 degrees Celsius. *after the
spores have reached there maximum intake they explode in a ball of fire* Gm's Note: the first
round the spores soak up the heat( cold damage). the round after that they explode(heat damage).
Impact Webbing - small round sphere the size of a marble. Easily
breakable upon impact.
Ammo: 50
Damage:5D
GM's note: When the webbing comes in contact with air it expands and engulfs what ever it hit.
This does not do damage. To break free the target engulfed in the webbing has to roll higher
then the damage.
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